Closed osse101 closed 3 months ago
I had a lot of trouble with these too and looked at insomnia's videos. https://youtu.be/HQs--y7_CSI?si=Lm-5TP-HlnbytrIs
You need to get a neutral damage boost and then the pause kicks in, so a split second after touching the enemy. You're trying to maximize the height gain before setting off reserves, which will effectively reset your vertical movement with the next enemy hit.
I try to jump above the enemy since that way you can reach the highest part of your jump. Maybe either way works, and you are timing the jump to the enemy's position either way.
I decided against trying to test the sova double damage boost after all. It's a bit beyond my abilities.
I think everything else in this PR looked good. Going back over it, I am wondering if the 85 is the needed value in air and 74 is what is needed in water, since you fall less during those few extra frames. Without a full TAS, these values could also be lenient, but the leniency might be necessary to avoid everything from being frame perfect. So maybe a 75-80 energy requirement is best in the Main St example?
This is related to #581
...You don't take acid or lava damage during reserve refill. Remove the option, or leave it as something that can be changed in a future randomizer feature?
I'm not imagining that lava/acid damage during reserve refill would make sense as a randomizer feature, so I think it could be removed. I think heat can also be inferred by the room-level property, as we do for other requirements such as runway usages, so probably the environmentalDamage
property is not needed.
The rest of the PR looks good to me.
autoReserveTrigger needed to account for heat damage during refill. I don't think there are situations where you would trigger it in acid or lava, but maybe something will come up. Like soaking a namihe hit in lava dive since that won't break spin.
I'm not aware of other uses for
canReserveDoubleDamageBoost
#1512 , but there are moreautoReserveTrigger
into bomb boost situations.